#ifndef UIPLAYERITEM
#define UIPLAYERITEM

#include "ui/UIWindow.h"
#include "ui/xrUIXmlParser.h"
#include "ui/UIXmlInit.h"

#include "game_cl_base.h"
#include "string_table.h"
#include "Level.h"
#include "associative_vector.h"

class UITeamState;
class UITeamPanels;	//for switching teams

class UIPlayerItem : public CUIWindow
{
private:
	typedef CUIWindow									inherited;
	typedef associative_vector<shared_str, CUIStatic*>	TMapStrToUIStatic;
	// this is for the case when user disconnects.
	// we just call method RemovePlayer
	UITeamState*	m_teamState;
	UITeamPanels*	m_teamPanels;
	XML_NODE*		m_player_node_root;
	ETeam			m_prevTeam;
	s32				m_checkPoints;

	TMapStrToUIStatic m_text_params;
	TMapStrToUIStatic m_icon_params;

	ClientID myClientId;
	UIPlayerItem();
	inline s32 CalculateCheckPoints(game_PlayerState const * ps) const;
	
	void InitTextParams(CUIXml& uiXml);
	void InitIconParams(CUIXml& uiXml);
	
	inline void UpdateTextParams(game_PlayerState const * ps);
	inline void UpdateIconParams(game_PlayerState const * ps);

	inline void GetTextParamValue(	game_PlayerState const * ps, 
									shared_str const & param_name, 
									buffer_vector<char> & dest);
	
	inline void GetIconParamValue(	game_PlayerState const * ps,
									shared_str const & param_name,
									buffer_vector<char> & dest);
public:
	UIPlayerItem(ETeam team, ClientID const & clientId, UITeamState* tstate, UITeamPanels* tpanels);
	virtual ~UIPlayerItem();
	void Init(CUIXml& uiXml, LPCSTR playerNode, int index);
	s32 GetPlayerCheckPoints() const;
	virtual void Update();
};

#endif
